本文整理汇总了C++中BL_DeformableGameObject::GetDeformer方法的典型用法代码示例。如果您正苦于以下问题:C++ BL_DeformableGameObject::GetDeformer方法的具体用法?C++ BL_DeformableGameObject::GetDeformer怎么用?C++ BL_DeformableGameObject::GetDeformer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BL_DeformableGameObject
的用法示例。
在下文中一共展示了BL_DeformableGameObject::GetDeformer方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: PointerRNA
BL_ShapeActionActuator::BL_ShapeActionActuator(SCA_IObject* gameobj,
const STR_String& propname,
const STR_String& framepropname,
float starttime,
float endtime,
struct bAction *action,
short playtype,
short blendin,
short priority,
float stride)
: SCA_IActuator(gameobj, KX_ACT_SHAPEACTION),
m_lastpos(0, 0, 0),
m_blendframe(0),
m_flag(0),
m_startframe (starttime),
m_endframe(endtime) ,
m_starttime(0),
m_localtime(starttime),
m_lastUpdate(-1),
m_blendin(blendin),
m_blendstart(0),
m_stridelength(stride),
m_playtype(playtype),
m_priority(priority),
m_action(action),
m_framepropname(framepropname),
m_propname(propname)
{
m_idptr = new PointerRNA();
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)GetParent();
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_idptr);
};
示例2: PointerRNA
BL_Action::BL_Action(class KX_GameObject* gameobj)
:
m_action(NULL),
m_pose(NULL),
m_blendpose(NULL),
m_blendinpose(NULL),
m_ptrrna(NULL),
m_obj(gameobj),
m_startframe(0.f),
m_endframe(0.f),
m_endtime(0.f),
m_localtime(0.f),
m_blendin(0.f),
m_blendframe(0.f),
m_blendstart(0.f),
m_speed(0.f),
m_priority(0),
m_playmode(0),
m_ipo_flags(0),
m_done(true),
m_calc_localtime(true)
{
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
m_ptrrna = new PointerRNA();
RNA_id_pointer_create(&obj->GetArmatureObject()->id, m_ptrrna);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
if (shape_deformer)
{
m_ptrrna = new PointerRNA();
RNA_id_pointer_create(&shape_deformer->GetKey()->id, m_ptrrna);
}
}
}
示例3: Update
void BL_Action::Update(float curtime)
{
// Don't bother if we're done with the animation
if (m_done)
return;
curtime -= KX_KetsjiEngine::GetSuspendedDelta();
// Grab the start time here so we don't end up with a negative m_localtime when
// suspending and resuming scenes.
if (m_starttime < 0)
m_starttime = curtime;
if (m_calc_localtime)
SetLocalTime(curtime);
else
{
ResetStartTime(curtime);
m_calc_localtime = true;
}
// Handle wrap around
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) {
switch (m_playmode) {
case ACT_MODE_PLAY:
// Clamp
m_localtime = m_endframe;
m_done = true;
break;
case ACT_MODE_LOOP:
// Put the time back to the beginning
m_localtime = m_startframe;
m_starttime = curtime;
break;
case ACT_MODE_PING_PONG:
// Swap the start and end frames
float temp = m_startframe;
m_startframe = m_endframe;
m_endframe = temp;
m_starttime = curtime;
break;
}
}
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
obj->GetPose(&m_pose);
// Extract the pose from the action
{
Object *arm = obj->GetArmatureObject();
bPose *temp = arm->pose;
arm->pose = m_pose;
animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);
arm->pose = temp;
}
// Handle blending between armature actions
if (m_blendin && m_blendframe<m_blendin)
{
IncrementBlending(curtime);
// Calculate weight
float weight = 1.f - (m_blendframe/m_blendin);
// Blend the poses
game_blend_poses(m_pose, m_blendinpose, weight);
}
// Handle layer blending
if (m_layer_weight >= 0)
{
obj->GetMRDPose(&m_blendpose);
game_blend_poses(m_pose, m_blendpose, m_layer_weight);
}
obj->SetPose(m_pose);
obj->SetActiveAction(NULL, 0, curtime);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
// Handle shape actions if we have any
if (shape_deformer && shape_deformer->GetKey())
{
Key *key = shape_deformer->GetKey();
animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);
// Handle blending between shape actions
//.........这里部分代码省略.........
示例4: Play
bool BL_Action::Play(const char* name,
float start,
float end,
short priority,
float blendin,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed)
{
// Only start playing a new action if we're done, or if
// the new action has a higher priority
if (!IsDone() && priority > m_priority)
return false;
m_priority = priority;
bAction* prev_action = m_action;
// First try to load the action
m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
if (!m_action)
{
printf("Failed to load action: %s\n", name);
m_done = true;
return false;
}
// If we have the same settings, don't play again
// This is to resolve potential issues with pulses on sensors such as the ones
// reported in bug #29412. The fix is here so it works for both logic bricks and Python.
// However, this may eventually lead to issues where a user wants to override an already
// playing action with the same action and settings. If this becomes an issue,
// then this fix may have to be re-evaluated.
if (!IsDone() && m_action == prev_action && m_startframe == start && m_endframe == end
&& m_priority == priority && m_speed == playback_speed)
return false;
if (prev_action != m_action)
{
// First get rid of any old controllers
ClearControllerList();
// Create an SG_Controller
SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
// Extra controllers
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
{
sg_contr = BL_CreateLampIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
{
sg_contr = BL_CreateCameraIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
}
m_ipo_flags = ipo_flags;
InitIPO();
// Setup blendin shapes/poses
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
obj->GetMRDPose(&m_blendinpose);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
if (shape_deformer && shape_deformer->GetKey())
{
obj->GetShape(m_blendinshape);
// Now that we have the previous blend shape saved, we can clear out the key to avoid any
// further interference.
KeyBlock *kb;
for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
kb->curval = 0.f;
}
}
// Now that we have an action, we have something we can play
m_starttime = -1.f; // We get the start time on our first update
m_startframe = m_localtime = start;
m_endframe = end;
m_blendin = blendin;
m_playmode = play_mode;
m_endtime = 0.f;
m_blendframe = 0.f;
m_blendstart = 0.f;
//.........这里部分代码省略.........
示例5: Play
bool BL_Action::Play(const char* name,
float start,
float end,
short priority,
float blendin,
short play_mode,
float layer_weight,
short ipo_flags,
float playback_speed)
{
// Only start playing a new action if we're done, or if
// the new action has a higher priority
if (priority != 0 && !IsDone() && priority >= m_priority)
return false;
m_priority = priority;
bAction* prev_action = m_action;
// First try to load the action
m_action = (bAction*)KX_GetActiveScene()->GetLogicManager()->GetActionByName(name);
if (!m_action)
{
printf("Failed to load action: %s\n", name);
m_done = true;
return false;
}
if (prev_action != m_action)
{
// First get rid of any old controllers
ClearControllerList();
// Create an SG_Controller
SG_Controller *sg_contr = BL_CreateIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
// Extra controllers
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
{
sg_contr = BL_CreateLampIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
{
sg_contr = BL_CreateCameraIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
}
m_ipo_flags = ipo_flags;
InitIPO();
// Setup blendin shapes/poses
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
obj->GetMRDPose(&m_blendinpose);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
if (shape_deformer && shape_deformer->GetKey())
{
obj->GetShape(m_blendinshape);
// Now that we have the previous blend shape saved, we can clear out the key to avoid any
// further interference.
KeyBlock *kb;
for (kb=(KeyBlock*)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock*)kb->next)
kb->curval = 0.f;
}
}
// Now that we have an action, we have something we can play
m_starttime = KX_GetActiveEngine()->GetFrameTime();
m_startframe = m_localtime = start;
m_endframe = end;
m_blendin = blendin;
m_playmode = play_mode;
m_endtime = 0.f;
m_blendframe = 0.f;
m_blendstart = 0.f;
m_speed = playback_speed;
m_layer_weight = layer_weight;
m_done = false;
return true;
}
示例6: Update
//.........这里部分代码省略.........
keepgoing = false;
m_localtime = m_endframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
if (wrap){
m_localtime = m_endframe;
keepgoing = false;
m_flag &= ~ACT_FLAG_LOCKINPUT;
}
break;
default:
keepgoing = false;
break;
}
/* Set the property if its defined */
if (m_framepropname[0] != '\0') {
CValue* propowner = GetParent();
CValue* oldprop = propowner->GetProperty(m_framepropname);
CValue* newval = new CFloatValue(m_localtime);
if (oldprop) {
oldprop->SetValue(newval);
} else {
propowner->SetProperty(m_framepropname, newval);
}
newval->Release();
}
if (bNegativeEvent)
m_blendframe=0.0f;
/* Apply the pose if necessary*/
if (apply) {
/* Priority test */
if (obj->SetActiveAction(this, priority, curtime)){
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
Key *key = NULL;
if (shape_deformer)
key = shape_deformer->GetKey();
if (!key) {
// this could happen if the mesh was changed in the middle of an action
// and the new mesh has no key, stop the action
keepgoing = false;
}
else {
ListBase tchanbase= {NULL, NULL};
if (m_blendin && m_blendframe==0.0f){
// this is the start of the blending, remember the startup shape
obj->GetShape(m_blendshape);
m_blendstart = curtime;
}
KeyBlock *kb;
// We go through and clear out the keyblocks so there isn't any interference
// from other shape actions
for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
kb->curval = 0.f;
animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime);
// XXX - in 2.5 theres no way to do this. possibly not that important to support - Campbell
if (0) { // XXX !execute_ipochannels(&tchanbase)) {
// no update, this is possible if action does not match the keys, stop the action
keepgoing = false;
}
else {
// the key have changed, apply blending if needed
if (m_blendin && (m_blendframe<m_blendin)){
newweight = (m_blendframe/(float)m_blendin);
BlendShape(key, 1.0f - newweight);
/* Increment current blending percentage */
m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
if (m_blendframe>m_blendin)
m_blendframe = m_blendin;
}
m_lastUpdate = m_localtime;
}
BLI_freelistN(&tchanbase);
}
}
else{
m_blendframe = 0.0f;
}
}
if (!keepgoing){
m_blendframe = 0.0f;
}
return keepgoing;
};
示例7: Update
void BL_Action::Update(float curtime, bool applyToObject)
{
/* Don't bother if we're done with the animation and if the animation was already applied to the object.
* of if the animation made a double update for the same time and that it was applied to the object.
*/
if ((m_done && m_appliedToObject) || (m_prevUpdate == curtime && m_appliedToObject)) {
return;
}
m_prevUpdate = curtime;
curtime -= (float)KX_KetsjiEngine::GetSuspendedDelta();
if (m_calc_localtime)
SetLocalTime(curtime);
else
{
ResetStartTime(curtime);
m_calc_localtime = true;
}
// Handle wrap around
if (m_localframe < std::min(m_startframe, m_endframe) || m_localframe > std::max(m_startframe, m_endframe)) {
switch (m_playmode) {
case ACT_MODE_PLAY:
// Clamp
m_localframe = m_endframe;
m_done = true;
break;
case ACT_MODE_LOOP:
// Put the time back to the beginning
m_localframe = m_startframe;
m_starttime = curtime;
break;
case ACT_MODE_PING_PONG:
// Swap the start and end frames
float temp = m_startframe;
m_startframe = m_endframe;
m_endframe = temp;
m_starttime = curtime;
break;
}
}
m_appliedToObject = applyToObject;
// In case of culled armatures (doesn't requesting to transform the object) we only manages time.
if (!applyToObject) {
return;
}
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
if (m_layer_weight >= 0)
obj->GetPose(&m_blendpose);
// Extract the pose from the action
obj->SetPoseByAction(m_tmpaction, m_localframe);
// Handle blending between armature actions
if (m_blendin && m_blendframe<m_blendin)
{
IncrementBlending(curtime);
// Calculate weight
float weight = 1.f - (m_blendframe/m_blendin);
// Blend the poses
obj->BlendInPose(m_blendinpose, weight, ACT_BLEND_BLEND);
}
// Handle layer blending
if (m_layer_weight >= 0)
obj->BlendInPose(m_blendpose, m_layer_weight, m_blendmode);
obj->UpdateTimestep(curtime);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
// Handle shape actions if we have any
if (shape_deformer && shape_deformer->GetKey())
{
Key *key = shape_deformer->GetKey();
PointerRNA ptrrna;
RNA_id_pointer_create(&key->id, &ptrrna);
animsys_evaluate_action(&ptrrna, m_tmpaction, NULL, m_localframe);
// Handle blending between shape actions
if (m_blendin && m_blendframe < m_blendin)
{
IncrementBlending(curtime);
//.........这里部分代码省略.........
示例8: Play
//.........这里部分代码省略.........
sg_contr->SetObject(m_obj->GetSGNode());
// World
sg_contr = BL_CreateWorldIPO(m_action, kxscene->GetBlenderScene()->world, kxscene->GetSceneConverter());
if (sg_contr) {
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
// Try obcolor
sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
if (sg_contr) {
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
// Now try materials
for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
Material *mat = give_current_material(m_obj->GetBlenderObject(), matidx);
if (!mat) {
continue;
}
KX_BlenderSceneConverter *converter = kxscene->GetSceneConverter();
RAS_IPolyMaterial *polymat = converter->FindCachedPolyMaterial(kxscene, mat);
if (!polymat) {
continue;
}
sg_contr = BL_CreateMaterialIpo(m_action, mat, polymat, m_obj, converter);
if (sg_contr) {
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
}
// Extra controllers
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
{
sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
{
sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter());
m_sg_contr_list.push_back(sg_contr);
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
m_ipo_flags = ipo_flags;
InitIPO();
// Setup blendin shapes/poses
if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
{
BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
obj->GetPose(&m_blendinpose);
}
else
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
if (shape_deformer && shape_deformer->GetKey())
{
obj->GetShape(m_blendinshape);
// Now that we have the previous blend shape saved, we can clear out the key to avoid any
// further interference.
KeyBlock *kb;
for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next)
kb->curval = 0.f;
}
}
// Now that we have an action, we have something we can play
m_starttime = KX_GetActiveEngine()->GetFrameTime() - kxscene->getSuspendedDelta();
m_startframe = m_localframe = start;
m_endframe = end;
m_blendin = blendin;
m_playmode = play_mode;
m_blendmode = blend_mode;
m_blendframe = 0.f;
m_blendstart = 0.f;
m_speed = playback_speed;
m_layer_weight = layer_weight;
m_done = false;
m_appliedToObject = false;
m_prevUpdate = -1.0f;
return true;
}